Battle Realms Walkthrough :

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Walkthrough - Wolf Clan Strategy Guide

Page 1

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B AT T L E R E A L M S : W O L F C L A N
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Battle Realms: Wolf Clan Strategy Guide
Version 2
Author: "ACamelo"
Email me at: acamelo217@hotmail.com
Date created: February 13, 2002
Date of Last Update: April 21, 2002 (Version 2)
Best Viewed as a Microsoft Word Document
Approx. Pages: 26 pages
^Don't Plagiarize it's bad^
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Introduction
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Hey! ACamelo here! It's my first time sending an In-Depth guide to GameFaqs
but don't worry I do know how to make one so it won't be much of a problem.
Battle Realms is a Real Time Strategy Game in an odd land but not that odd.
Like most strategy, you simply harvest resources, build structures for
training military units, build up an army and eliminate the enemies.
Remember RA2 or the other series where you're free to build dozens and
dozens of units for your disposal? Well, in Battle Realms your limited to 20
units, 30 units, 40 units or 50 units.
Winning could either be very hard or very easy depending on the strategy
that you'll be using. Of course, Strategies are very crucial to every gamers
some of these can either even the odds and some can even over power
somebody.
This Guide is made only for the purpose of those who wish on using the Wolf
Clan. I'll write down some basic to advance game tactics/strategies. I'll
even try to explain how to make the best use of a wolf unit. You can
contribute tricks, strategies, tactics, tips etc. or comments, suggestions
on something. I've experimented no human vs. human players which most of you
would love to see. So enough of the introduction and continue on with the
guide just be sure that you've read the E-Mail Policy.
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Disclaimer
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This Walkthrough/FAQ/Strategy Guide is created for personal use only. This
guide mustn't be used for anything that gains any profit specifically
Magazine, Game Guides, Commercial Web Sites etc. You're not allowed to rip
off part(s) of this Game Guide and put it in your own
Walkthrough/FAQ/Strategy Guide Whatever. Anyone doing this evil stuff is
guilty of plagiarism, an act of stealing and passing off ideas and words of
another as one's own without giving the proper credit to the source.
You can put this Guide on your non-commercial, non-profit web site provided
that you will not change/erase/edit a single character in this document.
Though you must have my permission first before you can have it up on your
site.
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CONTENTS
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i. Updates
ii. Email Policy
I. History of the Wolf Clan
II. Grayback, leader of the Wolf Clan
III. Wolf Clan Buildings
- Peasant Hut
- Combat Pit
- Ballistics Ground
- Quarry
- Vitality Garden
- Wolves Den
- Wolfball Court
- Watch Tower
- Well
- Cairn
- Shalery
- Keep
IV. Wolf Clan Units
- Wolf Clan's Peasants
- Brawler
- Hurler
- Mauler
- Druidess
- Pack Master
- Sledger
- Ballistaman
- Pitch Slinger
- Berserker
- Werewolf
V. Wolf Clan Zen Masters
- Grayback
- Longtooth
- Shale Lord
- Gaihla
- Monks
VI. Wolf Units Ability
VII. Wolf Battle Gear List
VIII. Battle Reference Chart
IX. Battle Strategy Chart
X. Wolf Strategies/Tactics
XI. Wolf Rushing Guide
XII. FAQs
XIIII. Credit
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Updates
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(February 13, 2002) version .09
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Version .09 is what your currently viewing. Expect much work and changes on
the next version.
(February 19, 2002) version 1.03
--------------------------------
Whew... I finally got this guide up. Okay, time for a minor update
o Corrected all possible typos/errors
o Added new strategies for the clan
o FAQs (New Section)
This is a little update for today since I'm trying to update the guide as
much as possible.
(April 21, 2002) version 2
--------------------------
Whew! Finally! After getting my PC fixed I can finally update this guide.
There's some new titles up in the table of content like the rushing build
order steps, Battle Gear commands and I finally able to put up the Serpent
Tech Tree and much more. Also some new strategies and a separate topic for
the "Almost Cheating Trick"
o Wolf Units Ability (New Section)
o Wolf Battle Gear List (New Section)
o Wolf Strategies/Tactics (Updated)
o Wolf Rushing Guide (New Section)
o FAQs (Updated)
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Email Policy
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I've put up an Email Policy section only after experiencing the problems I
got with some of the E-Mails I've been receiving for the past days after
having a guide posted up. So I've decided to put this section up so please
read these parts first before trying to email me.
Do's
----
1. Send me questions that you can't find on my guide. I'll be happier to
help you.
2. Be more specific when asking so I can answer your questions easily.
3. Try checking for the latest version of this guide before sending
questions, contributing, pointing something etc.
4. When E-mailing me is sure to label the topic with Battle Realms so I'll
know what are you asking me about.
5. If I happen to forget you, e-mail me again NICELY and I'll respond to it
ASAP.
6. If I happen to not answer your e-mail it only means that the answer can
be found in my guide.
Don'ts
------
1. Don't send me questions that can be answered/found in my guide.
2. Don't send me e-mails that don't have anything to do with the game.
3. No death treats, Bad Words, Chain letters etc. Please
4. Don't be persistent when mailing.
6. No spamming, please avoid it!
If you're found doing anything that's on the Don'ts list will mean that your
email will less likely to be ignored.
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History of the Wolf Clan
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The Wolf Clan folk live close t nature than the other clans; they are as
fierce as their namesake, and at times seem primitive and superstitious. The
Wolf Clan was early arrivals on the island, when long ago their island was
flooded in the climatic disruptions that followed the breaking of the
continent. When they put to sea the current in the channel drove them on to
the shores of the Serpent Clan's Land. There they settled in a high and
craggy region, isolated, until the Lotus Clan arrived and enslaved them
after a long bloody struggle.
Wolf Clan tribesmen are brutally strong, and the Lotus used them as laborers
to mine their own land for metal and minerals. This still shows in their
fighting style - long denied weapons, they adapted mining tools into combat
equipment. Spikes and clubs once used to shatter stone were reproved to
deadly effect when they won a vicious war of liberation, led by a former
miner named Grayback.
Of all the clan, the Wolf are the most attuned to nature; it is the focus of
their religion, and even their homes, tools and weapons are fashioned from
raw stone and uncarved wood. Their culture revolves around a game called
"Wolfball", roughly a cross between rugby and baseball, that trains them for
war, keeps them strong and fierce, and embodies their sense of life. Their
religion and magic are druidic - they worship the power of nature, and draw
on it to inspire fighters and frustrate foes.
Alone among the Clans, the Wolf Clan does not seek to control or conquer
enemies - their only goal is to return home. To this end, they hope to
recapture the Serpent Orb, the ancient artifact by which the land was
broken, and use it's magic to return them to their island.
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Grayback
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The leader of the Wolf Clan, Grayback was the young slave that informed Lord
Oja of the Lotus' treachery and lead the Wolf uprising. During his years as
a slave, Grayback was renowned for his considerable mining ability, and he
still carries his old pickaxe to remind him of the people endured under the
Lotus. While his ferocity in battle is unmatched, Grayback only wants to
return to and heal his ravaged homeland so he can live a peaceful life.
=======================
Wolf Clan's Buildings
=======================
To begin with, you can access the building tech tree by pressing the "T" key
in the keyboard in the game. According to some the building limit is set to
50 after building enough building up to the limit your peasants cannot build
any more buildings. I won't post the building tech tree here because you can
access it anyway.
Okay, here's the Wolf Tech Tree on buildings to those who are lazy enough,
like me, to even bother going to the menu and all. It's contains the
abbreviation of the structure's name so just base of the legend for more
details. Sorry if it's a bit unorganized but it'll do fine. So here it is:
LEGENDS:
P. Hut - Peasant Hut
C. Pit - Combat Pit
B. Ground - Ballistics Ground
Quarry - Quarry
V. Garden - Vitality Garden
W. Tower - Watch Tower
W. Den - Wolves' Den
Cairn - Cairn
W. Court - Wolfball Court
Well - Well
Shalery - Shalery
Keep - Keep
P.Hut
|
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| | | | |
C. Pit Well - - - Quarry - - V. Garden +1 W. Tower
| | |
W. Den Well+Quarry Quarry+V.Garden
| | |
W. Court Shalery - - - Cairn
| |
+2 W. Tower Shalery+Cairn
|
Keep - - - - - +1 W. Tower
Wolf Clan Peasant Hut
---------------------
These are primitive dwellings, low one-room structures built out of straw,
mud, animal hides sewn together, and huge heavy slabs of shale, all typical
building materials for the Wolf Clan. The huts serve almost exclusively as
sleeping quarters -- they lack windows or chimneys, so most huts have
outdoor fire-pits in the front yard. The peasants erect posts nearby, strung
with lines to hang food and wet clothing to dry. Animal bones and hides are
also used for exterior decoration.
This is the Structure that you should build continuously. The more peasant
hut you have the faster the peasants generates but the more units you have
the slower the peasants come out form the hut. Build these structures near
the resources for faster resources accumulation.
Combat Pit
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During their enslavement, Wolf Clan fighters learned to train using the bare
essentials, in storerooms or clearings or abandoned quarries. The basic
elements of a Wolf Clan combat pit are these: a sandy clearing with room to
maneuver, a trainer, and a couple of crude training dummies built of sacks
or wood. The combat pit is a multi-purpose training area, used by a variety
of hand-to-hand and ranged units to advance their knowledge of combat.
This Structure trains peasants to Brawlers and can also upgrade other basic
units to a better one.
Peasants - Brawler
Hurler - Ballistaman
Mauler - Sledger
Pitch Slinger- Berserker
Ballistics Ground
-----------------
Wolf Clansmen train here in ranged weapons of all kinds: hurlers throw
stones and balls, and pitch slingers throw weighted bags of sand instead of
burning pitch. Ballistics grounds are a relatively recent tradition in the
Wolf Clan, as ranged attacks were considered somewhat cowardly in comparison
to hand-to-hand fighting, which is perhaps the supreme activity in Wolf Clan
life. But engagements with archers and Lotus Leaf Disciples forced the Wolf
Clan to change that philosophy. Soon, units such as pitch slingers and
hurlers had played a decisive role in several engagements, notably the
exploits of Longtooth, and the siege at the Coldstream Dig. In recognition
of their value, Greyback himself established these special grounds for
honing these skills.
This structure allows you to train peasants to hurlers and can also upgrade
units.
Peasant - Hurler
Brawler - Ballistaman
Mauler - Pitch Slinger
Sledger - Berserker
Quarry
------
In their slave years, the Wolf Clan was endlessly inventive in using mining
tasks to train themselves as fighters. The quarry was where they came to
learn to give their strikes power, breaking rocks the way other
martial-artists break boards. Here, Wolf soldiers learn the stance and
mental focus necessary for strikes that shatter stone and bone alike. When
Lotus overseers came by, all they ever saw were slaves, hard at work
breaking shale.
This structure allows you to train peasants to hurlers and can also upgrade
units.
Peasant - Mauler
Hurler - Pitch Slinger
Brawler - Sledger
Ballistaman - Berserker
Vitality Garden
---------------
When the ancient homeland of the Wolf Clan was flooded, it was the
Druidesses who foresaw the event. On the night before they boarded the arks
that would save them, there was a final ritual, in which the Druidesses
collected certain plants and seeds and samples of earth from all the Old
Places, the secret groves and valleys where their power was strongest. These
became the beginnings of the vitality gardens in their new home, where a
Wolf Clan druidess first comes into her power and awareness.
This structure allows you to train peasants to druidess.
Peasant - Druidess
Wolves Den
----------
The Wolves' Den is where Wolf Clan pack masters raise the wolves they become
bonded with. Although these dens are built within Wolf Clan settlements, the
wolves that live there are far from domesticated -- they are simply wild
wolves that make their home there, and consider the pack masters to be part
of their pack. The pack masters maintain this situation by a mastery of the
elaborate social rituals of the wolf, a complex body language for
communicating fellowship, mastery, and submission. It is the presence of
these wolves that make horses become nervous when visiting a Wolf Clan
village. The Wolf Clan has no tradition of riding horses, but they do find a
use for them in the Wolves' Den, as livestock.
This structure allows you to train peasants to pack masters. This is the
wolf counterpart of the other clan's stable. One horse brought to the Den is
equal to 2 Pack Wolf.
Peasant - Pack Master
Wolfball Court
--------------
The Wolfball court is the Wolf counterpart of the Town Squares etc. It
increases the storage capacity of your resources. It is also very essential
to build this up to enable 2 more Towers and allows you to build the Keep.
Watch Tower
-----------
Wolf Clan watchtowers are easily recognizable from their construction --
crude and strong, using thick tree trunks and a single thick slab of rock.
The Wolf soldiers disdain ladders, and have learned to clamber up the
crossbars. Watchtower duty is disliked in the Wolf Clan only as it keeps one
out of hand-to-hand battle. Some favor it, since it does show bravery (the
watchman is inevitably something of a target), and during the long nights
one can be alone with the wide forests and silent mountains.
Watch Towers are very important when defending. Every watchtower has its
unique watch tower charge that helps on defending your town. Wolf's Watch
Tower slows down the enemies.
Well
----
The well is an essential building for the Wolf Clan. Just place it very
close to a peasant hut and you'll save enough time and the gathering of
water supply will be faster. Well is required for the Shalery so you really
do need this. Two benefits at the price of one though the price isn't that
good.
Cairn
-----
The Cairn is where Druidess gets their Blessing BG. It's very useful to
build one and have some Druidess learn Blessing BG. With the Blessing BG you
can bestow better Battle Gears to your Wolf Units though most Wolf Clan
users prefer the Shale armor but is good to have some variations.
Shalery
-------
Wolf Clan fighters armor themselves in black shale, a sedimentary rock
formed from clay pressed into thin sheets that is very common in the Wolf
Clan's mountainous territory. Shale breaks easily into the plates and slabs
the Wolves need, and their use of it reflects their belief in the power of
raw, natural forms. Inside the shalery, the stone is treated and hardened by
a secret process, becoming less brittle. These are then fixed to straps for
attachment to limbs and chests.
The Shalery gives your wolf units (except peasants) shale armor. The Shale
Armors gives 25% bonus resistance on every category only giving the magic
resistance 50% bonus. A Very useful BG.
Keep
----
This structure allows you to summon Zen Masters with the price of rice,
water and yang. Zen Masters are good addition to your army, they have good
innate ability that when used properly gives a devastating result.
==================
Wolf Clan's Unit
==================
Wolf Clan's Peasants
--------------------
Wolf Clan peasants are stocky laborers, accustomed to heavy lifting and
hauling. Many were liberated from the mines by Greyback himself, and remain
fiercely loyal to their liberators. Like all Wolf clansmen, they appear
primitive, with rough stone or unadorned metal tools. Although brutish in
aspect, they are diversely skilled, with the aptitude to train for a variety
of advanced roles.
They are your basic units though they aren't that well at melee combat but I
could say that Wolf Clan's Peasants are the strongest peasants in the game.
It quite funny to see them tame horses.
^Evil^Tyrant^Gyl^ comments: The Wolf clan can upgrade their peasants with
more health. You should see how wolf peasant kills Zymeth with out any help
from trained units ^_^.
Brawler
-------
Brawlers are burly veterans of the shale mines. Their two-fisted fighting
style is actually adapted from a mining technique - in crevices too small to
swing a hammer or pickaxe, a stocky miner (chosen for being good with his
fists) was given a pair of oversized brass knuckles to chip away shards of
rock. In the slave revolt, Lotus clan slave-masters found the same technique
turned against them.
Brawlers are quite useful much like swordsman and spearman he has the battle
gear called Zen Counter Punch that can kill Zen Masters with one hit or
critically damage an enemy. Brawlers deals cutting damage though they don't
have long-range weapons their melee ability is good to great.
^Evil^Tyrant^Gyl^ comments: Upgrade them and they'll match those 2nd-tier
units. Mix Brawlers with Zen Counter Punch and Brawlers with Shale Armors.
These big guys can make Zen Masters a laughing stock.
Hurler
------
Wolf Clan hurlers blur the distinction (already debatable) between the
brutal sport of Wolfball, and actual battle. Each hurler carries a long
staff with a scoop on the end that they use to pick up and hurl rocks at
their opponents, achieving impressively high velocities. This seems to
differ very little from their role in Wolfball itself - to those unfamiliar
with the game, it is impossible to tell whether Wolfball hurlers use their
sticks to transfer possession of the ball, or simply to inflict harm with
it. At Wolf Clan festivals competitions are held for the longest range and
the heaviest projectiles.
Hurlers are very useful though the low resistance they have they should be
using their long range attacks and have other better melee fighters engage
in melee combat. Give them the Lava Rock BG and watch them take down
buildings.
^Evil^Tyrant^Gyl^ comments: Group a bunch of Hurlers with Lava Rock BG watch
the skies for a meteor shower ^_^. This guys can make short work of nearby
watchtower though their poor-average range they'll be taken out by
watchtower before they can start enough troubles again mix hurlers with the
shale armor BG though the meteor shower show won't be that grand.
Mauler
------
Maulers are burly veterans of the shale mines. Their two-fisted fighting
style is actually adapted from a mining technique - in crevices too small to
swing a hammer or pickaxe, a stocky miner (chosen for being good with his
fists) was given a pair of oversized brass knuckles to chip away shards of
rock. In the slave revolt, Lotus clan slave-masters found the same technique
turned against them.
These little guys do pack up a punch. Upgrade them to the fullest and give
them the shale armor and watch them take down enemy units. Mix Maulers with
the wrecking ball BG and they'll make short work of those pack wolves or
those units that'll swarm them.
^Evil^Tyrant^Gyl^ comments: Wrecking ball!!! I don't give them shale armor
except when I'll take down watchtower though I give that job to the pitch
lingers. They're a good back-up unit. Have them guard your main force and
when they try to charge you bring in these guys and turn their BG on and
watch those running enemy units kneel down before you.
Druidess
--------
Women are caretakers of the mystical side of Wolf Clan culture, their
worship of the harmony and balance found in nature. Although all clansmen
take part in Wolf religion, it is the Druidesses are who wield its power.
Once they are trained, they can sense the awesome forces in nature, and to
some extent they can command them to aid their friends and hinder their
foes. Some of this power flows in all the Wolf Clan fighters, and under the
right circumstances the Druidess can mystically augment her clansmen's
abilities, calling forth nature's strength in them. Although women do not
become warriors in the Wolf Clan tradition, the Druidess is in many ways the
backbone of the clan, the keeper of their lore and history. No one has
forgotten that it was the Druidesses who foresaw the breaking of the world,
and enabled her to survive the disasters that followed.
The best assist unit in the clan. Though they aren't like geisha's or
channelers they have the ability to entangle enemy much like stunning them.
Upgrade their abilities like prolonging the entangling ability of the
druidess. Though they aren't good against other units but they entangling
ability pays for it.
^Evil^Tyrant^Gyl^ comments: This woman does sure know how to hold a guy
down. Be sure to have a good melee fighter behind her. Its good to your
melee fighters finish the job for them.
Pack Master
-----------
Some Wolf Clan members have a greater affinity for their totem animal, and
these pack masters are capable of bonding with wolves to form a tiny wolf
pack of their own. This occurs through a complex and nuance negotiation,
involving mock combats and body language whereby the Pack Master establishes
him as dominant and the pack leader to two wolves. These wolves travel and
sleep with him, and will defend him to the death -- their loyalty is
unwavering. When the wolves die they can be replaced, although the emotional
cost to the pack master is significant. Because of their ability to meet and
understand the wolf on its own terms, pack masters are highly respected
within the Wolf Clan.
Pack Masters are those guys who got wolves following them around. Pack
Masters can have up to 3 pack wolf following them. They have a nice
resistance and are good rush units. At long range they command their wolves
to attack the target enemy, though they aren't the best melee fighter
swarming your enemies with pack wolves and having your long-range fighters
kill those enemies. Just give them the Shale Armor BG I don't find the Call
Wolf BG that useful.
^Evil^Tyrant^Gyl^ comments: I love these muscled guys. With them around I
always carry some Pitch slingers and some Ballistaman. I always use these
guys for rushing enemies just be sure to bring Pitch Slingers to take down
buildings and towers.
Sledger
-------
The Sledger unit is all about raw crushing power. Like many Wolf Units, this
style of fighter originated in the shale mines: when a boulder or vein made
of a harder rock like granite simply had to be broken up, there were a few
Wolf clansmen on call who were strong enough to do it. Wielding enormous
outsized sledgehammers made of the strongest material available; they would
break the blockage up into manageable chunks to be hauled away. During the
rebellion, these same men were instrumental in breaking up slaver
barricades, strong points and formations. Lighter units would surround and
contain slavers who had barricaded themselves in, and wait for a sledger to
arrive. The slavers would turn pale as the crowd around their refuge parted
to reveal the massive sledger who had arrived to break open their defenses
The Wolf Clan's unit with an oversized weapon. They can take down building
better than any other melee fighter (well except for the Shale Lord) Though
I don't go on an all-out Sledger I train to a minimum of 3 Sledger blessed
with the Stun Slam BG. When your troops engaged in melee battles have this
guys Stun Slam one at a time it'll just make that battle easier and to
prevent those Kabuki to try and Flash Powder their way. They make a good
support unit for their Stun Slam BG.
^Evil^Tyrant^Gyl^ comments: It's quite funny to watch a swarming Sledger
takes down the whole enemy base. Their oversized hammers are good for those
long-range attackers that lacks in the blunt weapon resistance. They can
make a short work out of the enemy buildings. Give the Stun Slam BG mix in
with some Berserkers and Pitch Slingers and see the destruction unfold. Use
the Stun Slam BG one at a time.
Ballistaman
-----------
Wolf Clan's unit with another oversized weapon loaded on its back.
Ballistaman carries an oversized crossbow, which he uses for battle. I find
these Ballistamen a good support unit. Their BG called Totem gives a very
big support to your clan in both defending and attacking. I don't give them
the Shale Armor BG just bless them with your Druidess and they'll be a
better support unit.
^Evil^Tyrant^Gyl^ comments: Who said that the Sledger only carries an
oversized weapon? Their weapon really looks heavy judging from how they
carry it. I only find them good because of their skill Totem. Like the Death
Sentry the Ballistaman shoots a small figure in the battlefield and it makes
all wolf clan unit near it fight with added damage and slows down enemy
units near it. The best support unit in the clan for its Totem BG.
Pitch Slinger
-------------
Pitch Slingers are my favorite unit. Give them the Scorched Earth battle
gear and mix them with Pack Masters and Pack Wolves. As they engage on melee
combat throw in the scorched earth BG and you'll make the pack master/wolf's
job easier. A Pitch Slinger grouped by 6 or 8 can easily put down enemy
buildings. I use them for rushing mix with some Pack Masters.
^Evil^Tyrant^Gyl^ comments: I love these guys. What are those things that
they throw around? Flaming rings? Well anyway I like them better with the
Shale Armor group 6 of them and 6 Pack Masters with 3 Pack Wolves each. Rush
your opponent and it'll slow him down completely. The thing here is when
attacking building wait for the building to burn then move on to the next.
Berserker
---------
They're the fastest 4-tier units in the game. They're strong melee fighters
even stronger with the Shale Armor BG. A well-scattered resistance that can
be countered with the SA BG. I use this guys for my second rush accompanied
by Pitch Slingers and some Druidess. Watch them fight if you see a Berserker
that's almost close to death bless him and quickly toggle the Lycanthrophy
BG. They'll turn to Werewolf with fresh HP and Stamina.
^Evil^Tyrant^Gyl^ comments: What can I say? They're the last leveled unit so
I guess they're strong. I give them the Shale Armor BG upgrade their damage
and you've got yourself a mean killing machine. A Berserker with shale armor
can kill 2 Warlock all by himself. Berserker are Lotus' Nightmare this guys
can make them look silly in the battle field with the Shale Armor. If you
got a fast hand and a fast eye (like me) accompany your Berserkers with
Druidess with the blessing BG ones they're about to die bless them and
quickly turn them into a werewolf and you got yourself a fresh new unit.
Werewolf
--------
I don't use them that much only if a Berserker is about to die. I've
experimented on them and notice some things. Their resistance is equal to
Ronins and Samurais, without the Shale Armor (which they couldn't have)
they're nothing to magic attacks from the Lotus Clan but if you find Vetkin
and other mounted units annoying then the Werewolf will serve you well. They
run fast like mounted units and their Stamina decreases very slowly (though
Vetkin's stamina doesn't decrease). They can be used for running after
peasants who's thinking of rebuilding a new town or when Arah tries to make
fun of your Peasants.
^Evil^Tyrant^Gyl^ comments: I only use them when Berserkers are dying. They
got a not so good resistance average and are almost weak from the Lotus Clan
though they got the cool look. They can match Ronins and Samurais even with
those Yin/Yang Blades on.
=========================
Wolf Clan's Zen Masters
=========================
Grayback
--------
Most of the Wolf Clan's Zen Masters are huge (well all except for Gaihla
who's really small). He's a good close combat fighter but sucks when
encountering Warlocks/Master Warlock for its poor Magic Resistance. But that
doesn't make him a weak Zen Master his Battle Gear ability makes surrounding
allies deal more damage, which IS very useful.
^Evil^Tyrant^Gyl^ comments: I love this guy since he's the leader of the
Wolf Clan and can really deal damage. I only use his innate ability to make
all nearby allies deal more damage. To make him do fight well brings in some
Berserkers and a bunch of either Pitch Slingers or Ballistaman.
Longtooth
---------
The Wolf Clan's long ranged hero. He uses a boomerang that deals a magical
damage to the enemies. He's good at defending and attacking. His Battle Gear
ability is much like the Trample ability but better. Turn his BG on and
target the farthest enemy and watch his boomerang deals damage when passing
through a not targeted enemy.
^Evil^Tyrant^Gyl^ comments: Cool innate ability. I use him only for
defending but not up on a tower. I make full use of his cool BG that can
really hurt your opponents really well. He's though for a long range unit
though his range is limited.
Shale Lord
----------
..And here comes everyone's favorite... The Shale Lord. He's the big
muscled guy covered with Shale. I use his Battle Gear ability when fighting
under famine conditions. You can spare 30 rice, 30 water and time as well
for giving your troops the Shale Armor. He can bless any Wolf units with the
Shale Armor for free. Also, nobody takes down buildings like this guy only
lacking in some resistance since he's Shale himself he suppose to have a
better Resistance don't you think?
^Evil^Tyrant^Gyl^ comments: When trying to save some resources I have him
around for giving my units Shale Armor for free (only a few clicking and
some more clicks). When attacking I don't have him engage in a melee combat
I have him take down buildings with the Pitch Slingers.
Gaihla
------
The smallest Zen Master in this clan and the only healing unit. Her ability
to heal all surrounding allies is great. When not battling have her stay in
the rice field to hasten the growth of it. She's good with the Rice Growth
set on slow so you can really make full use of it and to see the effect as
well.
^Evil^Tyrant^Gyl^ comments: I though that she would be another Zen Master
that's big but the Brawlers and Hurlers proves to be bigger. But size
doesn't matter right. She's a great support unit because of her innate
ability to heal surrounding allies. I just make her run up to the center and
use her BG but be careful she's not a good melee fighter.
Monks
-----
You can get a limit of 4 of these guys. They are better than ninja even
without a long-range attack. Their ability to heal themselves is the best.
Though I don't rely on Monks as a wolf clan.
^Evil^Tyrant^Gyl^ comments: I don't use them that much only if I got a lot
of Yang to spare which could not be possible as a wolf clan. Wolf clan's
Yin/Yang Acquisition is very slow but when you gather up some Yang the
upgrades are far too much for an upgrade. Only use them for additional
units.
====================
Wolf Units Ability
====================
Maybe you've already noticed that aside from most units' simple attack or
defending skills/powers, most units possess their own unique and special
ability that makes them even different from the other units. Notice how
Gaihla spreads flowers when the Rice Source starts to run low? Or Koril is
almost impossible to be hit by projectile attacks? These are their innate
ability so let's continue to find out.
All Wolf Units have the same innate ability - Regeneration: The unit can
naturally heal to full health and does so slightly faster than normal.
Gaihla - Forest Friend: Not slowed by forest terrain. Crop Blessing: Rice
regrows more quickly when she idles near it.
Longtooth - Climber: His speed is unaffected by slopes.
Shale Lord - Battle Lust: While he is fighting, he slowly regains stamina.
Monk - Ninja Detection: Monks will sense nearby invisible ninja and attack
them.
Wolves - Regeneration: The wolf can naturally heal to full health and does
so slightly faster than normal.
=============================
Wolf Units Battle Gear List
=============================
Here's the list of all the Battle Gears that are given to the Wolf Clan.
I'll break it down to where you can acquire it. I won't explain much about
the battle gear because the explanation with it explains it all.
=============
* Shalery *
=============
All Wolf Units have the same Battle Gear - Shale Armor: Sturdy hewn from the
hills protects units, especially against magic.
===========
* Cairn *
===========
Druidess - Blessing: Bestow new powers upon Wolf units: get more from the
Cairn, starting limit of three charges.
==============
* Blessing *
==============
Brawler - Zen Counterpunch: A one-time attack severely damages an enemy or
instantly kills a Zen Master.
Hurler - Lava rock: Thrown rock now do area-effect explosive damage.
Mauler - Wrecking Ball: The Mauler spins to damage all adjacent enemies:
continually drains stamina.
Pitch Slinger - Scorched Earth: Throw a sigh-extending pitch mine to the
targeted location: one per unit, limit six per team.
Pack Master - Howl: Call wolves from the wolves' den to your side.
Sledger - Stun Slam: Strike the ground to stun nearby enemies at the cost of
stamina.
Ballistaman - Totem: Fires a carved totem that slows nearby enemies and
improves the fighting abilities of wolf units.
Berserker - Lycanthropy: Berserker transforms into a werewolf.
Werewolf - Wolf's Bite: Next attack does critical damage at the cost of
stamina. If the target dies he transforms into a wolf.
========================
Battle Reference Chart
========================
The Battle Reference Chart can be freely viewed/obtained from the official
Battle Realms website. I don't claim any copyright from the chart because I
just copied it from the site. This chart will be very useful so you can
fight the odds better.
References:
Weapon Damage:
Me - Melee Mi - Missile
Armor Rating:
e - excellent ave - average
g - good min - minimum pr - poor
Damage Type: (Armor Vs.)
P - Piercing B - Blunt Ex - Explosion
C - Cutting M - Magic Pw - Pack Wolf F - Fire
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| NAME | WEAPON DMG | ARMOR VS. |
| | Me Mi | C P B Ex M F |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Ballistaman | P P |min |min| e | pr | g |min |
| Berserker | C n/a | e |ave|min| e |min| e |
| Brawler | C n/a | g |min| g |min |min|min |
| Druidess | M M |min |min|min|min |min| e |
| Hurler | B B |min | g |min| e | g | e |
| Mauler | B n/a |min |min| g |min | e | e |
| Pack Master | B n/a | g | g | g |min | g |ave |
| Pack Wolf | P Ex |min |min|min|min |min|min |
| Wolf Peasant | P n/a |min |min|min|min |min| e |
| Pitch Slinger | F n/a | e |min|min| g |pr | e |
| Sledger | B n/a | g |min|min| e |pr | e |
| Werewolf | P n/a | g |ave| e |min |min|pr |
| Gaihla | C n/a |min | e | e |min | e |pr |
| Grayback | P n/a | g | e | g | pr |pr |min |
| Longtooth | M M | g | g | g | pr |pr |min |
| Shale Lord | B n/a | e |ave| e | pr |pr | e |
-----------------------------------------------------------
=======================
Battle Strategy Chart
=======================
The Battle Strategy Chart can be freely viewed/obtained from the official
Battle Realms website. I don't claim any copyright from the chart because I
just copied it from the site. This chart will be very useful so you can
fight the odds better. The following are the possible enemies you could
encounter and listed below are the units you can use to counter them. Some
match-up requires the use of Battle Gears and some tactics to gain the
maximum effect.
Dragon Enemy Counter With
--------------------------------------------------------------
Archer - Berserker, Werewolf
Chemist - Hurler, Sledger
Dragon Warrior - Brawler, Berserker
Geisha - any unit
Kabuki Warrior - Hurler, Mauler
Dragon Peasant - any unit
Sumo Cannoneer - Berserker, Brawler
Samurai - Pitch Slinger, Druidess
Spearman - Hurler, Druidess
Arah (Zen Master) - Mauler, Berserker
Garrin (Zen Master) - Pitch Slinger, Druidess
Kazan (Zen Master) - Werewolf, Druidess
Otomo (Zen Master) - Pitch Slinger, Druidess
Tao (Zen Master) - Mauler, Ballistaman
Serpent Enemy Counter With
--------------------------------------------------------------
Bandit - Hurler, Werewolf
Cannoneer - Brawler, Mauler
Crossbowman - Berserker, Brawler
Fan Geisha - Brawler, Sledger
Musketeer - Werewolf, Pack Master
Necromancer - Pitch Slinger, Druidess
Serpent Peasant - any unit
Raider - Berserker
Ronin - Pitch Slinger, Druidess
Spirit - WarriorHurler, Mauler
Swordsman - Sledger, Werewolf
Zombie - Brawler, Pitch Slinger
Budo (Zen Master) - Brawler
Shinja (Zen Master) - Pitch Slinger
Utara (Zen Master) - Ballistaman
Vetkin (Zen Master) - Sledger, Pitch Slinger
Wolf Enemy Counter With
--------------------------------------------------------------
Ballistaman - Pitch Slinger, Berserker
Berserker - Sledger, Pack Master
Brawler - Pitch Slinger, Werewolf
Druidess - Mauler, Pack Master
Hurler - Brawler, Mauler
Mauler - Brawler, Ballistaman
Pack Master - Pitch Slinger
Pack Wolf - Pitch Slinger
Wolf Peasant - any unit
Pitch Slinger - Hurler, Druidess
Sledger - Mauler, Werewolf
Werewolf - Pitch Slinger
Gaihla (Zen Master) - Brawler, Berserker
Grayback (Zen Master) - Pitch Slinger, Druidess
Longtooth (Zen Master) - Pitch Slinger, Druidess
The Shale Lord (Zen Master) - Ballistaman, Druidess
Lotus Enemy Counter With
--------------------------------------------------------------
Blade Acolyte - Sledger, Werewolf
Brother Lythis (blades) - Sledger, WerewolfSledger, Pitch Slinger
Brother Sehk (staff) - Sledger, WerewolfBrawler, Mauler
Brother Tausil (leaf daggers) - Hurler, Berserker
Channeler - any unit
Diseased One - Ballistaman, Druidess
Infested One - Brawler, Werewolf
Leaf Disciple - Brawler, Pack Master
Master Warlock - Pitch Slinger, Sledger
Lotus Peasant - any unit
Staff Adept - Druidess, Pitch Slinger
Unclean One - Mauler, Ballistaman
Warlock - Hurler, Berserker
Issyl (Zen Master) - Mauler, Hurler
Koril (Zen Master) - Brawler (Blessing BG)
Soban (Zen Master) - Mauler, Brawler
Zymeth (Zen Master) - Pitch Slinger
Miscellaneous Enemy Counter With
--------------------------------------------------------------
Horse - Ballistaman, Werewolf
Lotus Shadow Steed - Ballistaman, Werewolf
Monk - Mauler, Ballistaman
Ninja - Hurler, Pack Master
==============================
Wolf Clan Strategies/Tactics
==============================
Note: That some of the following Strategies/Tactics listed bellows are
contributed by the readers of the guide if you wish to contribute like they
did just follow the E-Mail Policy. Some of the strategies aren't set in
default mode meaning some are probably made with the setting of a high
population or maybe the game speed is altered to the fastest.
"When using the wolf clan, take advantage of your powerful melee units."
Wolf Clan I think is the fastest clan in the game. With this in mind you'll
have bigger advantage when rushing.
Dynamic Duo - Quickly build a Combat Pit then a Wolves Den send 2 peasants
to gather horses and continue building the following structures - a
Ballistics Ground and a Quarry. While gathering horses train 4-5 Pack
Masters with 3 wolves each and some Pitch Slinger around 5-8. Send them to
your opponent's base and start the chaos. I've been using this strategy for
a long time and it has the percentage of - 50% that they can take down the
whole enemy base and 50% they can really slow down your enemy giving you a
bigger edge in the game. While your force march to your opponent's base
continuously train Berserkers and Pitch Slingers with Shale Armor." -
^Evil^Tyrant^Gyl^
"Shale Armor Rocks!!! Train a bunch of Berserkers and Sledgers and give them
the Shale Armor BG. And watch them tear a whole base down even sweeter when
encountering Lotus Units" - ^Puppet^Master^
"When defending I prefer putting Pitch Slingers up on watchtowers than
Ballistaman I make use of their Totem BG Slow+Higher Damage for Wolf Units
pretty sweet. Mix in with Maulers that has the wrecking ball BG the slow
effect will annoy most units plus better chance for the Maulers to pack big
damage." - Natures_Fang
"Werewolf... though some would prefer Berserker with Shale Armor. They're
better melee fighter than the Berserkers though scattered resistance much
like Samurais and Ronins good things about this guys are their Stamina they
could run back for defending without spending all their stamina when running
and they could bring 2 pack wolves with them." - ^S(=)!nJ@^BI_aD3^
"Berserker, Sledger and Druidess a heck of a team. Druidess for entangling
enemies giving the Berserker and the Sledger to deal damage or the Sledger
can use his Stun Slam BG much like using Flash Powder." - S#L#A#S#H
"Ballistaman with the Totem BG mixed with Berserker/Werewolf and you got a
great team makes me think about the Shack and Kobe combination. The Totem
for slowing and giving your melee units bigger advantage during battles and
Berserkers/Werewolf for cleaning up the job." - ^Wolf^Cry^
"Wolf Clan is very good at melee combat even their 1st level units are good
at it. Brawlers and Maulers are better with their Zen Counter Punch
(Brawler) and Wrecking Ball (Mauler). Brawlers' Zen Counter Punch BG makes
short work of those pesky Zen Heroes much like swordsman's Glass sword BG.
The Wrecking Ball Works even better against Wolf units or those units who
just swarm in like Kabukis to use their overpower Flash Powder BG." - Ezreal
Empire
"I love this clan mainly because of the ability of Gaihla to speed up rice
production. This makes the Wolf Clan good under the condition of slow Rice
Production giving you better advantage too bad Lotus' Zymeth can be better
at this times." - ^The Nymph Gaihla^
Having difficulties where to set up your defense? Circumstances such as
these could probably happen when you're using a kind of terrain (a plain or
less elevated map or something). It would mean that a terrain can have
several routes in and out near your camp, and in results will toggle you to
build up a defense at any possibilities of enemy rush. - "Nobita Suneo
Trinidad"
Of course, no one will regret the Watchtower as a primary defense. Wolf
Watchtower can stun enemies at long radius. Stun will cost lots of the
towers energy. Always build each WT away from its radius. 4 watch tower for
many possible route, quite simple. - "Nobita Suneo Trinidad"
You can effectively use the scorched earth to scout at first. Scorched earth
is a scouting tool (an offensive weapon in some way). Get a pitch slinger
and 2 druidess w/ 6 blessings. Find and think where to place the scorched
earth. Here are some of my hints. Do place it at the slope, an elevated
place where no one can notice or step on it. Under the tree or even at the
river, at any possible route. Moreover, place it away from your camp. Note,
you can only set up to 6 scorched earth. Why will these work? Well, being
prepared will bring you a more promising defense. When you see incoming
troops at the range of scorched earth, you'll be alerted and prepared.
You'll want a superior defensive strategy to plan with in an area, while
your enemies are still far. It's up to you what unit will you use for
defense. My best defense is a school of ballistamen (8 or more, grouped
together, w/ eagle eye upgraded), teamed up with druidess (5 or more,
upgraded w/ mothers earth, I usually scatter them). Use melee units too.
When encountering CPU Lotus, use berserker with shale armor as your melee.
If you have time, match a wolf in every ballistaman to protect them from
rushing melee opponents in addition to the entangle ability of druidess.
Using totem can be more effective, fire it where a battle between 2 melee
counterparts take place. Caution!!!. Staff Adept can absorb missile weapons,
be sure to park your melee units. Also when encountering Samurais w/ dragon
skin. Tip:), during the battle, if you have summoned Gaihla, you can use her
to heal all your damaged ballistamen in a large group. Press B (default BG